Re: [DTW] Dreadstill - Enter the Fist
The top 2 from this tournament (86 Players) played pretty much the same build, which was Ugr (Tarmogoyf & Pryoclasm in the board) with Crucible. Another change was playing only 2 Noughts, while they do have 3 Mages. How does this sit with people?
More and more seems that green is more in likely the strongest splash. Followed by whatever your meta contains for the second one. I've been playing these colors (Ugr) for awhile, helped me get 2 top 4 splits (+20 people) and 2 top 8s.
The one thing I have not tested yet, but have been meaning too is Crucible. Seems strong and has worked for Landstill since pretty much its conception. Has anyone here tested it?
See below for deck lists:
Milano Legacy Tarmo VS. Chino
Location: Milan
Players: 86
Date: July 13th
Top 8:
1) Eugenio Capocasale - TarmoDreadStill
2 Dreadnought
3 Tarmo
3 Trinket
4 Brainstorm
3 Daze
4 Fow
3 Spell snare
4 Stifle
1 Trickbind
2 Counterbalance
4 Standstill
1 EE
1 Tormod
2 Top
2 Crucible
1 Needle
3 Flooded
4 Island
4 Mishra
3 Delta
2 Tropical
2 Vulcanica
3 Waste
1 Academy ruins
---------------------
2 Pyroclasm
2 Echoing truth
3 Krosan Grip
1 EE
2 Tormod
3 Propaganda
2 Gilded drake
Re: [DTW] Dreadstill - Enter the Fist
List is definetally different, you can tell just by the way the deck looks it plays out rather slow. I like the Crucibles main and the Propagandas from the board, they are really a beating against Ichorid and Goblins. The two things I noticed that struck me as new were the 2 Dreadnoughts. The lists we run with 4 gives you the boost needed to just end games rediculously fast. He seems to take a more Landstillish approach which is great just a different way to take the deck. Goyf is always a beating, however.
Re: [DTW] Dreadstill - Enter the Fist
I think the way this deck to develop is like canadian ThreshThreshThreshThreshThreshThreshThreshThresh or 'tempo ThreshThreshThreshThreshThreshThreshThreshThresh' , but I absolutly agree that the lategame is our enemy so I suggest this deck:
we absolutly need:
4 dazes
4 FoW
4 Phirexian dreadnougth
4 brainstorm
4 stifles
4 Ponder
//I supose to here we all are agree ritgh?
4 counterbalance
4 senseis// this is good 1º because is cantrip 2º help to c.balance engine 3º
//is colorless and can be played with wasteland
4 snares // one of the best counters in the format and fits in here sooo well
2 trickbind
2 predict // playing standstill we'll for sure loose to standstill decks
//the mana base is quite logical:
4 wastelands ( this is a must plus the package of stifles and trickbinds)
8 fetches
6 islands.
Explanations:
18 number of lands I think is the correct number and 4 of them must be wasteland.
playing 12 cantrips of 1 cost allows us to play only this number of lands, even 4 of these cantrip are colorless( we can keep a hand with non coloured mana and senseis, the rest of cards we will draw are ALL top deck)
about the counterbalance, in this deck is a house and a MUST you know why? simple because swords just wrecks us, you all boys have to agree with me at this point and here in this deck c.balance stop this issue.
Moreover we have the perfect puzle of stifle->E.Explosives,Perni and c.Balnce ->the rest of threats.
I decided to not to run more than one color because you know what card can fit in the side? the great Back to basics. but we can add tropical for those tarmos from side if you want.
Respect the number of fetches: I think the more we have the better the deck will work because of suffle effects and balance engine.
Respect the 2 lonely predict : I find this card the best one that can provide us card advantage( of course if we do not have fish memory...) in a 18 lands build with 12 cantrips that allow us to see the following cards.
Well the cards that can be in the side could be:
3-4 propaganda // I think this is the best option versus agro because they
//won't have too many lands and our boy phyrexian is too big
3-4 tormods //
3-4 threads of disloyalty // I have a phyrexian, you have a tarmo, I have too
//a tarmo
3-4 back to basics // this card is sodomizing
3-4 chill
3-4 pithing nedle // helps vs gobbos in conjunction with Chill
3-4 mind harness
0-2 trickbind // Why not ?
4 dodecapod // I think our worst match up could be decks like Eva Green or
//Deadguy Ale
2-3 energy flux
Re: [DTW] Dreadstill - Enter the Fist
@ Pelikanudo:
most decks do not run ponder, and as we have been trying to establish if there is no standstill or manlands then you are not talking about dreadstill anymore, you are talking about the dreaded fish.
@all
I also disagree with the idea of late game being the enemy of the deck. I think this may be the reason that many people are suggesting lists without standstill. I have gone late into games and still won them.I think many people miss the point that this deck can go either way, balls to the walls dreadnought combo or landstill like approach into the late game.
Another thing that helps the deck out in the late game in the fact that it can essentially win in two turns so if you start to fall behind you can drop a nought and do the "oops i win" thing.
Re: [DTW] Dreadstill - Enter the Fist
has anyone else been having problems against aggro loam? what are some options against this deck?
they keep on getting me post side with the Kgrips and EE. I am thinking That i might have to put back to basics in side for it, is that still a viable options. opinions wanted
Re: [DTW] Dreadstill - Enter the Fist
Has anyone got around to trying out this build? It looks like it has a crapton of potential.
I'm still working on tracking down the Vision Charms and the additional Underground Seas to try it out.
Quote:
Originally Posted by
Illissius
How about a build with Vision Charm and Tombstalker? Two fetchlands and a Charm makes for a Tombstalker on turn two. A 5/5 flyer isn't a 12/12 trampler, but it ain't shabby, either.
Something like this:
4 Phyrexian Dreadnought
4 Tombstalker
4 Stifle
4 Vision Charm
4 Brainstorm
4 Ponder
4 Daze
4 Force of Will
4 Thoughtseize
4 Snuff Out
4 Wasteland
4 Polluted Delta
4 Flooded Strand
2 Bloodstained Mire
3 Underground Sea
2 Island
1 Swamp
Now this build is a whole lot more aggressive and less controllish than builds with Standstills and Countertop; it's closer to something like Eva Green. This is intentional.
I mean Stalker is strong as it's rather easy to cast Stalker without Vision Charm with all the other fast ways to fill the yard. But if you have Vision Charms to spare and no Dreadnoughts in sight. All three of Vision Charm's abilities have fantastic synergy with both Stalker and Dreadnought. It's easy to fill the yard, so if your problem is lack of black sources, the third ability of Vision Charm comes in very handy too.
Vision Charm/phasing is a much cooler way to cast Dreadnought than Trickbind. By phasing it out in response to the sac trigger, you protect it from all removal/bounce till your next turn when it loses it's summoning sickness. Essentially it has built in immunity to all sorcery speed removal including wrath effects. And since when it phases back, all your land is untapped, you are better equipped to protect the card as well whether you do so by running counterspells, or because you can utilize counterbalance, or just because you had one more draw..
And I love the fact that you can phase out Dreadnought in response to StP or Oblivion Ring or any other removal or bounce spell to protect it.
Illiuis, you could honestly develop the list more and start a new thread. I would love to see it.
I've always felt that Tombstalker is a far more resilient and all around better threat than Goyf in the current meta. The reason for this is here. There are atleast 14 extremely commonly played spells that Goyf is poor versus that Tombstalker outright ignores and pretty much none that go the otherway around.
You could honestly replace Wasteland with Factories and replace some Ponder and a Daze with Standstill and end up with a very Dreadstill like deck.
Because lets face it, Standstill is an incredibly powerful card.
I think Factories work really well since they serve as 3/3 blockers when needed, to deter Mongooses and such. And Standstill is clearly a very strong card combined with overpowered threats like Stalker or Dreadnought.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Clark Kant
Has anyone got around to trying out this build? It looks like it has a crapton of potential.
Quote:
Originally Posted by
Illissius
4 Phyrexian Dreadnought
4 Tombstalker
4 Stifle
4 Vision Charm
4 Brainstorm
4 Ponder
4 Daze
4 Force of Will
4 Thoughtseize
4 Snuff Out
4 Wasteland
4 Polluted Delta
4 Flooded Strand
2 Bloodstained Mire
3 Underground Sea
2 Island
1 Swamp
I really like this list and will try it out, but i must say i agree that without Standstill it belongs in another thread.
Re: [DTW] Dreadstill - Enter the Fist
I took Dreadstill to the legacy 1K event in Syracuse NY this weekend going 5-1-1 after 7 rounds of swiss. I ended up coming short in the t8 to Dave Geartheart playing ITF which I honestly have never really encountered at all up until that point. In the end Dave took me down in three close games.
My list
/ Lands
3 [ON] Polluted Delta
3 [ON] Flooded Strand
3 [REW] Wasteland
4 [AQ] Mishra's Factory (3)
6 [BD] Island (3)
2 [U] Volcanic Island
// Creatures
4 [MI] Phyrexian Dreadnought
3 [FD] Trinket Mage
// Spells
4 [5E] Brainstorm
4 [NE] Daze
4 [AL] Force of Will
4 [SC] Stifle
3 [CS] Counterbalance
2 [CHK] Sensei's Divining Top
4 [OD] Standstill
2 [TSP] Trickbind
2 [FD] Engineered Explosives
3 [DIS] Spell Snare
// Sideboard
SB: 2 [SOK] Pithing Needle
SB: 2 [DK] Tormod's Crypt
SB: 3 [R] Blue Elemental Blast
SB: 3 [A] Red Elemental Blast
SB: 2 [7E] Pyroclasm
SB: 3 [DS] Echoing Truth
Round 1: Ichorid(Loss) 0-1-0
Round 2: Mono U Dreadnought(Win) 1-1-0
Round 3: Threshold(Win) 2-1-0
Round 4: Threshold(Win) 3-1-0
Round 5: Threshold(Win) 4-1-0
Round 6: Eva Green(Win) 5-1-0
Round 7: Threshold(ID) 5-1-1
T8: ITF(Loss 5-2-1)
Reasons for lack of detail being I didn't write anything down I just remember what my matchups were. And oh yeah, apparently the Threshold matchup is alot better then I had mentioned before, like it's very good. A shame my Pyroclasms grew dust on them all day =(. It was a great turnout and I enjoyed meeting all the cool sourcer there.
Props:
-Nightmare and Caddishack for letting me and my team crash at your houses. Thanks a ton.
-Everyone who T8'd
-Zach for buying Tom free food =P
-Dreadstill for performing extremely well for me
-Mountain Dew, for kicking ass
Slops:
-Lack of space for anyone to move at the tourny
-Tom for trading away his entire dual collection w/ fetchies! WTFZ
-Gas prices
-The guy who stole Roob's Sui-black deck before we left for NY. How lame.
-Whoever snored incredible loud I swear my eardrums were bleeding!
-Oh, and I believe while on my ride home I may have discovered some fairly great tech, but more testing needs to be done before I find it worth the time or not.
Re: [DTW] Dreadstill - Enter the Fist
Gratz on your top 8 out of 68 players. At least the deck worked for somebody, lolz.
Quote:
Originally Posted by
Roodmistah
The guy who stole Roob's Sui-black deck before we left for NY. How lame.
True dat. Someone's neck will get snapped for that, I promise.:mad:
Re: [DTW] Dreadstill - Enter the Fist
I can barely believe one of you guys managed to pull it off again. Congrats.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
bocci
I can barely believe one of you guys managed to pull it off again. Congrats.
It's what he does. Me and Lonelybaritone even bet on it.... I got a free dinner. :cool:
=====================
Also Rodney, what are "Eyedrums"?
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
bocci
I can barely believe one of you guys managed to pull it off again. Congrats.
Thanks it wasn't easy after getting swept my first round :S.
Quote:
Originally Posted by
J.V.
It's what he does. Me and Lonelybaritone even bet on it.... I got a free dinner. :cool:
=====================
Also Rodney, what are "Eyedrums"?
Yeah that was the most satisfying dinner you ever ate before probally, lol. I fixed it to Eardrums* was tired when I typed the report.
Re: [DTW] Dreadstill - Enter the Fist
Dude, it was better as Eyedrums, don't lie to yourself.
It should read- "Whoever snore so loud my eyedrums started to gush blood."
Re: [DTW] Dreadstill - Enter the Fist
Just thought I'd post the results of a few more recent tournaments:
Hassloch, Germany 7th out of 36
Piacenza, Italy 2nd out of 57
Re: [DTW] Dreadstill - Enter the Fist
So what is your thought on Chrome Mox (in a Ub version also running Confidants) ? Can the deck support the card disadvantage ? Because it would make for some pretty good openings: First turn Counterbalance, first turn Confidant (or Standstill - not so hot, but still CA). And of course first turn Nought - I think this could help you out-tempo some of the more commonly played problem cards for the Nought, like
on the play
Chalice
Trinisphere
Krosan Grip
on the draw
Counterbalance
Pernicious Deed
and others. Thoughts ?
Re: [DTW] Dreadstill - Enter the Fist
I really like this deck, and I want to make it for play, but I have a question.
Againts what pairings do you sideboard Echoing Truth and Gilded Drake ?
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
kiwi
I really like this deck, and I want to make it for play, but I have a question.
Againts what pairings do you sideboard Echoing Truth and Gilded Drake ?
Forget Gildet Drake ....
Echoing Truth is against LS... Soldiertoken & bouncing Humility.
vs Dragon Stompy, bouncing Chalice/Trinisphere/Bloodmoon usw
vs Ichorid, bouncing multible ichorids or Token
vs TES/Belcher also bounce Token or Xantid Shwarm ...
its a long list where you need some removal to handle some threads.
Re: [DTW] Dreadstill - Enter the Fist
I've been testing Rodney's UR list and have come up with this change:
-3 Spell Snare
+3 Counterspell
One of the big problems I have had with this deck is playing an early Still against a nonThresh deck. The opponent just waits around for a bunch of turns, maybe takes a few Factory hits and then plays a bunch of threats, and if it isn't Thresh, many of those threats are going to be not 2 drops, and can be high impact cards (Trygon Predator or Blood Moon). This leaves you with having to Force your way through it all, and Forcing 2 spells after they break Still pretty much takes back the advantage Still gave you. But having an extra catch all counter, like Counterspell, really improves this situation and reduces the card disadvantage one must suffer to FoW.
It has also generally been the case for me that 4 Daze and 4 Force of Will is plenty to counter early 2 drops and get you to a point were Counterspell is just as good as Spell Snare, except more versatile. I have found the ability to be able to hit not 2cc removal without having CB down to be key. In some recent testing against The Rock I was 0-5 preboard before I made this change. After adding Counterspells, I went something like 4-3. Another 3 answers to Putrefy/Vindicate/Swords really helps.
Most importantly, I feel like the match up where Spell Snare shines most, Threshold, is already pretty good, and Counterspell is much better against more difficult match ups and having more then 1 counterspell in the deck that hits Orim's Chant is definitely a good thing.
Re: [DTW] Dreadstill - Enter the Fist
I'm glad you bring up those changes bocci as I have actually tested those changes and to be honest with you, it's not bad at all. Counterspell over Snare is damn solid, the only thing that held me back was the seven colorless mana we run main but hell if it works for you then go with it.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
I'm glad you bring up those changes bocci as I have actually tested those changes and to be honest with you, it's not bad at all. Counterspell over Snare is damn solid, the only thing that held me back was the seven colorless mana we run main but hell if it works for you then go with it.
If UU is an issue, There's always Mana Leak.